HeavenStudioPlus/Assets/Scripts/UI/PauseMenu.cs
minenice55 81384fe7fb
Update from release 1 branch (#472)
* Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing

* a lot

* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now

* convert float to double and all that

* editor fixes (#459)

* ditch loading dialog

doesn't show up when it's supposed to

* format song offset in editor

* remove VorbisPlugin

* Update Editor.cs

* add updater for marching orders turn

* make base datamodels for special entity reading (#463)

* make base datamodels for special entity reading

* fix crop stomp breaking when no game switch or remix end is set

* fix save shortcut

fix loading charts with no music

* don't infer track when importing a v0 riq from another program

* You can now place inputs on top of pass turn for rhythm tweezers

* Rockers can do it too now

* Some new curves

* Converted everything to new curves and made playerballs handle themselves input-wise

* working dough converted, need to fix eveerything though

* ball transporter anims for pass turn

* update Jukebox to latest version

fixes for inferred entity loading

* new sounds

* OnSpawnBall reimplemented

* Proper inactive handling now

* gandw on balls has been added

* Rhythm tweezers pass turn now works like working dough

* modernised rockers pass turn

* Fixed small balls not working in working dough

* Fixed weird curve stuff on game switch in working dough

* let play mode start if no song file is loaded

fix issue with loading large audio files

* add "updater" for the old marching entity

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 18:47:52 -04:00

195 lines
No EOL
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Common
{
public class PauseMenu : MonoBehaviour
{
public enum Options
{
Continue,
StartOver,
Settings,
Quit
}
// TODO
// MAKE OPTIONS ACCEPT MOUSE INPUT
[SerializeField] float patternSpeed = 1f;
[SerializeField] SettingsDialog settingsDialog;
[SerializeField] Animator animator;
[SerializeField] TMP_Text chartTitleText;
[SerializeField] TMP_Text chartArtistText;
[SerializeField] GameObject optionArrow;
[SerializeField] GameObject optionHolder;
[SerializeField] RectTransform patternL;
[SerializeField] RectTransform patternR;
public static bool IsPaused { get { return isPaused; } }
private static bool isPaused = false;
private double pauseBeat;
private bool canPick = false;
private bool isQuitting = false;
private int optionSelected = 0;
void Pause()
{
if (GlobalGameManager.IsShowingDialog) return;
if (!Conductor.instance.isPlaying) return;
Conductor.instance.Pause();
pauseBeat = Conductor.instance.songPositionInBeatsAsDouble;
chartTitleText.text = GameManager.instance.Beatmap["remixtitle"];
chartArtistText.text = GameManager.instance.Beatmap["remixauthor"];
animator.Play("PauseShow");
SoundByte.PlayOneShot("ui/PauseIn");
isPaused = true;
canPick = false;
optionSelected = 0;
}
void UnPause(bool instant = false)
{
if ((!instant) && (!Conductor.instance.isPaused)) return;
Conductor.instance.Play(pauseBeat);
if (instant)
{
animator.Play("NoPose");
}
else
{
animator.Play("PauseHide");
SoundByte.PlayOneShot("ui/PauseOut");
}
isPaused = false;
canPick = false;
}
// Start is called before the first frame update
void Start()
{
isPaused = false;
isQuitting = false;
}
// Update is called once per frame
void Update()
{
if (isQuitting) return;
if (PlayerInput.GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadPause))
{
if (isPaused)
{
UnPause();
}
else
{
Pause();
}
}
else if (isPaused && canPick && !settingsDialog.IsOpen)
{
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadUp))
{
optionSelected--;
if (optionSelected < 0)
{
optionSelected = optionHolder.transform.childCount - 1;
}
ChooseOption((Options) optionSelected);
}
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadDown))
{
optionSelected++;
if (optionSelected > optionHolder.transform.childCount - 1)
{
optionSelected = 0;
}
ChooseOption((Options) optionSelected);
}
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadE))
{
UseOption((Options) optionSelected);
}
}
if (isPaused)
{
patternL.anchoredPosition = new Vector2((Time.realtimeSinceStartup * patternSpeed) % 13, patternL.anchoredPosition.y);
patternR.anchoredPosition = new Vector2(-(Time.realtimeSinceStartup * patternSpeed) % 13, patternR.anchoredPosition.y);
}
}
public void ChooseCurrentOption()
{
ChooseOption((Options) optionSelected, false);
canPick = true;
}
public void ChooseOption(Options option, bool sound = true)
{
optionArrow.transform.position = new Vector3(optionArrow.transform.position.x, optionHolder.transform.GetChild((int) option).position.y, optionArrow.transform.position.z);
foreach (Transform child in optionHolder.transform)
{
child.transform.localScale = new Vector3(1f, 1f, 1f);
}
optionHolder.transform.GetChild((int) option).transform.localScale = new Vector3(1.2f, 1.2f, 1.2f);
if (sound)
SoundByte.PlayOneShot("ui/UIOption");
}
void UseOption(Options option)
{
switch (option)
{
case Options.Continue:
OnContinue();
break;
case Options.StartOver:
OnRestart();
break;
case Options.Settings:
OnSettings();
SoundByte.PlayOneShot("ui/UISelect");
break;
case Options.Quit:
OnQuit();
break;
}
}
void OnContinue()
{
UnPause();
}
void OnRestart()
{
UnPause(true);
GlobalGameManager.ForceFade(0, 1f, 0.5f);
GameManager.instance.Stop(0, true, 1.5f);
SoundByte.PlayOneShot("ui/UIEnter");
}
void OnQuit()
{
isQuitting = true;
SoundByte.PlayOneShot("ui/PauseQuit");
GlobalGameManager.LoadScene("Editor", 0, 0.1f);
}
void OnSettings()
{
settingsDialog.SwitchSettingsDialog();
}
}
}